Designer Notes 36: Chris Hecker – Part 1

In this episode, Soren Johnson interviews independent game developer Chris Hecker, best known for his work on Spore and SpyParty. They discuss why game jams are no longer necessary, why the first triangle is always the hardest, and whether Powers of Ten was a good idea for a game.

Games discussed: SpyParty, Doom, Ultima Underworld, Spore

https://www.idlethumbs.net/designernotes/episodes/chris-hecker-part-1

Designer Notes 35: Manveer Heir

In this episode, Adam Saltsman interviews independent game developer Manveer Heir, best known for his work on the Mass Effect series. They discuss the sunken cost fallacy and game development, why Mass Effect 3 would be a bad first game for a new developer, and when a game designer is like a baseball player and when it’s like a trauma surgeon.

Games discussed:

Rise of Legends, Wolfenstein, the Mass Effect series, No Man’s Sky

https://www.idlethumbs.net/designernotes/episodes/manveer-heir

Designer Notes 34: Tyler Sigman – Part 2

In this episode, Soren interviews independent game developer Tyler Sigman, best known as the designer of HOARD and Darkest Dungeon. They discuss how whether it makes sense to hide game data in the age of wikis, if Darkest Dungeon is too punishing or too forgiving, and what happened with the Corpse and Hound.

Games discussed: NITRO, Darkest Dungeon

https://www.idlethumbs.net/designernotes/episodes/tyler-sigman-part-2

Designer Notes 33: Tyler Sigman – Part 1

In this episode, Soren interviews independent game developer Tyler Sigman, best known as the designer of HOARD and Darkest Dungeon. They discuss how his game design career was almost derailed by staplers, how a weird aeronautical engineer is a normal game designer, and why his finished air racing game was never released.

Games discussed: Pirates!, Below the Root, Backgammon, Age of Empires: Age of Kings (DS), Darkest Dungeon, Dragon Age Legends, Battles of Prince of Persia (DS), Advance Wars: Dual Strike, Sonic Rivals, Monster Lab, Sky Pirates of Neo Terra, HOARD, Raid over Bungeling Bay

https://www.idlethumbs.net/designernotes/episodes/tyler-sigman-part-1

Designer Notes 32: Asher Vollmer

In this episode, Soren interviews independent game developer Asher Vollmer, best known as the designer of Puzzlejuice and Threes. They discuss why paper prototypes don’t always translate well into video games, whether a game should take up 100% of your brain, and how he feels about the Threes clone 2048.

Games discussed: The Secret of Monkey Island, Leisure Suit Larry, Jedi Knight 2: Jedi Outcast, Active Worlds, Furcadia, The Misadventures of P. B. Winterbottom, Semi-Automatic, Puzzlejuice, Tiny Wings, Threes, 2048, Guildlings

https://www.idlethumbs.net/designernotes/episodes/asher-vollmer

Designer Notes 31: Margaret Robertson

In this episode, Adam Saltsman interviews Margaret Robertson, Game Director at PlayDots. Margaret is known for her pioneering work at Hide & Seek and as editor-in-chief at EDGE magazine. They discuss how to make a game about death, whether a game should make you good at lying, and why making a game about dots can be rewarding.

Games discussed: Dots, Two Dots, Boardgame Remix Kit, Dream of Your Life, Would Anyone Miss You, Werewolf, Dots & Co, Puzzlescript

https://www.idlethumbs.net/designernotes/episodes/margaret-robertson

Designer Notes 30: Steve Gaynor – Part 2

In this episode, Soren interviews Steve Gaynor, co-founder of The Fullbright Company and best known for his work on BioShock 2, Minerva’s Den, and Gone Home. They discuss whether audio diaries need to make sense, why the Gone Home family is made up of barefoot vampires who hate showers, and why Fullbright made Tacoma.

Games discussed: Minerva’s Den, Bioshock Infinite, Gone Home, Tacoma, Sleep No More, Firewatch, Her Story

https://www.idlethumbs.net/designernotes/episodes/steve-gaynor-part-2

Designer Notes 29: Steve Gaynor – Part 1

In this episode, Soren interviews Steve Gaynor, co-founder of The Fullbright Company and best known for his work on BioShock 2, Minerva’s Den, and Gone Home. They discuss how bad Sierra adventure design could be, why he decided to make video games instead of comics, and about that time he interviewed Ken Levine and Tim Schafer for his zine.

Games discussed: Godzilla, Snarfs, Space Quest 4, Police Quest 2, Duke Nukem 3D, Doom, Marc Ecko Getting Up: Contents Under Pressure, F.E.A.R. Perseus Mandate, Bioshock, System Shock 2, S.W.A.T. 4, Half-Life, Bioshock 2

https://www.idlethumbs.net/designernotes/episodes/steve-gaynor-part-1

Designer Notes 28: George Fan

In this episode, Soren interviews independent game designer George Fan, who is best known as the creator of Insaniquarium and Plants vs Zombies. They discuss why he learned to program instead of just focusing on art, how most Diablo monster design is a variation of kill-me-first, and why Plants vs. Zombies wasn’t Fish vs. Aliens.

Games discussed: Pac-Man, Super Mario Bros., Are You Dumb?, Wrath of the Gopher, Magic: The Gathering, Bomberman, Risky Planet, Insaniquarium, Diablo 3, Plants vs Zombies, Octogeddon

https://www.idlethumbs.net/designernotes/episodes/george-fan

Designer Notes 27: Lucas Pope

In this episode, Adam Saltsman interviews independent game developer Lucas Pope, best known for the immigration officer simulation Papers Please. They discuss how Naughty Dog taught him to mercilessly cut features, why it might be a good thing if Obra Dinn is bad, and how Adam has time to do these interviews.

Games discussed: Malice, Gearhead Garage, Papers Please, The Republia Times, Return of the Obra Dinn

https://www.idlethumbs.net/designernotes/episodes/lucas-pope